CrossQ Benchmark Tracker
Operational tracker for CrossQ benchmark runs. Updated by agent team.
Run Status
Wave 0 — Improvement Runs (COMPLETED, intake deferred)
| Run Name | Env | Score (MA) | Old Score | Status | Spec Name | Intake |
|---|---|---|---|---|---|---|
| crossq-acrobot-v2 | Acrobot-v1 | -98.63 | -108.18 | ✅ solved | crossq_acrobot | ⬜ needs pull+plot |
| crossq-hopper-v8 | Hopper-v5 | 1295.21 | 1158.89 | ⚠️ improved | crossq_hopper | ⬜ needs pull+plot |
| crossq-swimmer-v7 | Swimmer-v5 | 221.12 | 75.72 | ✅ solved | crossq_swimmer | ⬜ needs pull+plot |
| crossq-invpend-v7 | InvertedPendulum-v5 | 841.87 | 830.36 | ⚠️ marginal | crossq_inverted_pendulum | ⬜ needs pull+plot |
| crossq-invdoubpend-v7 | InvertedDoublePendulum-v5 | 4514.25 | 4952.63 | ❌ worse, keep old | crossq_inverted_double_pendulum | ⬜ skip |
Wave 1 — LayerNorm Experiments (COMPLETED)
| Run Name | Env | Frames | Score | Spec Name | Notes |
|---|---|---|---|---|---|
| crossq-humanoid-v2 | Humanoid-v5 | 3M | 2429.88 | crossq_humanoid | iter=4, 5.5h — VIOLATES 3h |
| crossq-hopper-ln-v2 | Hopper-v5 | 3M | 1076.76 | crossq_hopper_ln | LN +2% vs baseline |
| crossq-swimmer-ln-v2 | Swimmer-v5 | 3M | 22.90 | crossq_swimmer_ln | LN KILLED (-97%) |
| crossq-humanoid-ln-v2 | Humanoid-v5 | 2M | 506.65 | crossq_humanoid_ln | LN +19%, needs more frames |
Wave 3 — Data Over Gradients (STOPPED — humanoid-ln-7m iter=1 inferior to iter=2)
| Run Name | Env | Frames | Score (at kill) | Spec Name | Notes |
|---|---|---|---|---|---|
| crossq-humanoid-ln-7m | Humanoid-v5 | 7M | 706 (at 70%) | crossq_humanoid_ln | Stopped — iter=2 reached 1850 |
Wave 2 — Full LN Sweep (RUNNING, just launched)
| Run Name | Env | Frames | Spec Name | Notes |
|---|---|---|---|---|
| crossq-walker-ln | Walker2d-v5 | 3M | crossq_walker2d_ln | 3890 — LN +22%! Near SAC 3900 |
| crossq-halfcheetah-ln | HalfCheetah-v5 | 3M | crossq_halfcheetah_ln | 6596 — LN -18% vs 8085 |
| crossq-ant-ln | Ant-v5 | 3M | crossq_ant_ln | 3706 — LN -5% vs 4046 |
| crossq-invpend-ln | InvertedPendulum-v5 | 3M | crossq_inverted_pendulum_ln | 731 — LN -13% vs 842 |
| crossq-invdoubpend-ln | InvertedDoublePendulum-v5 | 3M | crossq_inverted_double_pendulum_ln | 2727 — LN -45% vs 4953 |
| crossq-cartpole-ln | CartPole-v1 | 300K | crossq_cartpole_ln | 418 — LN +38%! |
| crossq-lunar-ln | LunarLander-v3 | 300K | crossq_lunar_ln | 126 — LN -19% vs 136 |
Wave 4 — Extended-Frame LN (COMPLETED)
| Run Name | Env | Frames | Score (MA) | Spec Name | Notes |
|---|---|---|---|---|---|
| crossq-walker-ln-7m-v2 | Walker2d-v5 | 7M | 4277.15 | crossq_walker2d_ln_7m | ✅ BEATS SAC 3900! +10% |
| crossq-halfcheetah-ln-7m-v2 | HalfCheetah-v5 | 6M | 8784.55 | crossq_halfcheetah_ln_7m | +9% vs non-LN 8085, -10% SAC |
| crossq-ant-ln-7m-v2 | Ant-v5 | 6M | 5108.47 | crossq_ant_ln_7m | ✅ BEATS SAC 4844! +5% |
| crossq-hopper-ln-7m | Hopper-v5 | 6M | 1182 (at kill) | crossq_hopper_ln_7m | Stopped — LN hurts Hopper |
| crossq-walker-ln-i2 | Walker2d-v5 | 3.5M | 3766 (at kill) | crossq_walker2d_ln_i2 | Stopped — 7m run is better |
| crossq-invdoubpend-ln-7m | InvertedDoublePendulum-v5 | 7M | 5796 (at kill) | crossq_inverted_double_pendulum_ln_7m | Stopped — iter=2 much better |
Wave 5 — iter=2 Gradient Density (COMPLETED)
| Run Name | Env | Frames | Score (MA) | Spec Name | Notes |
|---|---|---|---|---|---|
| crossq-humanoid-ln-i2-v2 | Humanoid-v5 | 3.5M | 1850.44 | crossq_humanoid_ln_i2 | +265% vs old 507! -29% SAC |
| crossq-invdoubpend-ln-i2-v2 | InvertedDoublePendulum-v5 | 3.5M | 7352.82 | crossq_inverted_double_pendulum_ln_i2 | +48% vs old 4953! -21% SAC |
Wave 6 — WeightNorm Actor (COMPLETED)
| Run Name | Env | Frames | Score (MA) | Spec Name | Notes |
|---|---|---|---|---|---|
| crossq-humanoid-wn-v2 | Humanoid-v5 | 7M | 1681.45 | crossq_humanoid_wn | Strong but LN-i2 (1850) better |
| crossq-swimmer-wn-v2 | Swimmer-v5 | 6M | 165.49 | crossq_swimmer_wn | ❌ Regressed vs non-LN 221 (high variance) |
| crossq-hopper-wn | Hopper-v5 | 6M | 1097 (at kill) | crossq_hopper_wn | Stopped — not improving |
| crossq-walker-wn | Walker2d-v5 | 7M | 4124 (at kill) | crossq_walker2d_wn | Stopped — LN-7m better |
Wave 7 — Next Improvement Runs (COMPLETED)
| Run Name | Env | Frames | Score (MA) | Spec Name | Notes |
|---|---|---|---|---|---|
| crossq-humanoidstandup-ln-i2 | HumanoidStandup-v5 | 3.5M | 150583.47 | crossq_humanoid_standup_ln_i2 | BEATS SAC 138222 (+9%)! LN + iter=2 + [1024,1024] |
| crossq-halfcheetah-ln-8m | HalfCheetah-v5 | 7.5M | 9969.18 | crossq_halfcheetah_ln_8m | BEATS SAC 9815 (+2%)! LN + iter=1, extended frames |
| crossq-hopper-i2 | Hopper-v5 | 3.5M | — | crossq_hopper_i2 | STOPPED — 101fps (9.6h), way over budget |
| crossq-invpend-7m | InvertedPendulum-v5 | 7M | — | crossq_inverted_pendulum_7m | Plain + iter=1, ~2.8h at 700fps |
Wave 8 — v2 Final Runs (COMPLETED)
| Run Name | Env | Frames | Score (MA) | Spec Name | Notes |
|---|---|---|---|---|---|
| crossq-humanoidstandup-v2 | HumanoidStandup-v5 | 2M | 154162.28 | crossq_humanoid_standup_v2 | ✅ BEATS SAC +12%! LN iter=2, fewer frames |
| crossq-idp-v2 | InvertedDoublePendulum-v5 | 2M | 8255.82 | crossq_inverted_double_pendulum_v2 | ⚠️ Gap -9% vs SAC (was -21%). LN iter=2 |
| crossq-walker-v2 | Walker2d-v5 | 4M | 4162.65 | crossq_walker2d_v2 | Near old 4277, beats SAC +33%. LN iter=1 |
| crossq-humanoid-v2 | Humanoid-v5 | 4M | 1435.28 | crossq_humanoid_v2 | Below old 1850, high variance. LN iter=2 |
| crossq-hopper-v2 | Hopper-v5 | 3M | 1150.08 | crossq_hopper_v2 | Below old 1295. iter=2 didn't help |
| crossq-ip-v3 | InvertedPendulum-v5 | 3M | 779.68 | crossq_inverted_pendulum_v2 | Below old 842. Seed variance |
| crossq-swimmer-v2 | Swimmer-v5 | 3M | 144.52 | crossq_swimmer_v2 | ❌ iter=2 disaster (was 221). Keep old |
Scorecard — CrossQ vs SAC/PPO
Phase 1: Classic Control
| Env | CrossQ | Best Other | Gap | LN Run? |
|---|---|---|---|---|
| CartPole-v1 | 418 (LN) | 464 (SAC) | -10% | ✅ LN helps |
| Acrobot-v1 | -98.63 | -84.77 (SAC) | close | ✅ solved |
| LunarLander-v3 | 136.25 | 194 (PPO) | -30% | crossq-lunar-ln |
| Pendulum-v1 | -163.52 | -168 (SAC) | ✅ beats | done |
Phase 2: Box2D
| Env | CrossQ | Best Other | Gap | LN Run? |
|---|---|---|---|---|
| LunarLanderContinuous-v3 | 249.85 | 132 (PPO) | ✅ beats | done |
Phase 3: MuJoCo
| Env | CrossQ | Best Other | Gap | LN Run? |
|---|---|---|---|---|
| HalfCheetah-v5 | 9969 (LN 8M) | 9815 (SAC) | ✅ +2% | BEATS SAC! |
| Hopper-v5 | 1295 | 1654 (PPO) | -22% | LN/WN both worse, keep baseline |
| Walker2d-v5 | 4277 (LN 7M) | 3900 (SAC) | ✅ +10% | BEATS SAC! |
| Ant-v5 | 5108 (LN 6M) | 4844 (SAC) | ✅ +5% | BEATS SAC! |
| Humanoid-v5 | 1850 (LN i2) | 2601 (SAC) | -29% | Huge improvement from 507 |
| HumanoidStandup-v5 | 154162 (LN i2 2M) | 138222 (SAC) | ✅ +12% | BEATS SAC! v2 |
| InvertedPendulum-v5 | 842 | 1000 (SAC) | -16% | LN hurts, keep baseline |
| InvertedDoublePendulum-v5 | 8256 (LN i2 2M) | 9033 (SAC) | -9% | v2 improved from -21% |
| Reacher-v5 | -5.66 | -5.87 (SAC) | ✅ beats | done |
| Pusher-v5 | -37.08 | -38.41 (SAC) | ✅ beats | done |
| Swimmer-v5 | 221 | 301 (SAC) | -27% | WN regressed (165), keep baseline |
Phase 4: Atari (PARKED — needs investigation before graduation)
Tested: Breakout, MsPacman, Pong, Qbert, Seaquest, SpaceInvaders
Status: Parked. Audit found issues — investigate CrossQ Atari performance before graduating. Atari CrossQ generally underperforms SAC. Investigate whether BRN warmup, lr tuning, or ConvNet-specific changes could help before publishing results.
Intake Checklist (per run)
- ⬜ Extract score:
dstack logs NAME | grep trial_metrics→ total_reward_ma - ⬜ Find HF folder:
huggingface_hubAPI query - ⬜ Pull data:
slm-lab pull SPEC_NAME - ⬜ Update BENCHMARKS.md: score + HF link + status
- ⬜ Regenerate plot:
slm-lab plot -t "ENV_NAME" -f FOLDER1,FOLDER2,... - ⬜ Commit + push
Pending Fixes
- Regenerate LunarLander plots with correct env name titles (564a6a96)
- Universal env name audit across all plots (564a6a96)
- Delete 58 stale Atari plots without -v5 suffix (564a6a96)
- Wave 0 intake: pull HF data + regenerate plots (deferred — low bandwidth)
Decision Log
- Swimmer-LN FAILED (22.90 final): LN hurts Swimmer. Non-LN 221.12 is best. Do NOT launch more Swimmer-LN runs.
- Hopper-LN 3M (1076): WORSE than non-LN 6M (1295). More frames > LN for Hopper. Extended 6-7M LN run will tell if both helps.
- LN HURTS most envs at 3M: HalfCheetah -18%, InvPend -13%, InvDoublePend -45%, Swimmer -97%. Only helps Humanoid (+19%).
- Root cause: Critic BRN already normalizes. Actor LN over-regularizes, squashing activation scale on low/med-dim obs.
- WeightNorm hypothesis: WN reparameterizes weights without squashing activations — should avoid LN's failure. Wave 6 testing.
- Humanoid-v2 iter=4: MA 2923 at best session, likely beats SAC 2601. But uses iter=4 → ~150fps → 5.5h. VIOLATES 3h constraint. Not a valid CrossQ result.
- Humanoid-LN 2M: 506.65. iter=1 is fast (700fps) but 2M not enough data. Launched 7M run (2.8h budget).
- Frame budget rule: CrossQ at 700fps can do 7.5M in 3h. Use more frames than SAC, less than PPO.
- InvDoublePend log_alpha_max=2.0: Failed (4514 vs old 4953). Default alpha cap better for this env.
- CRITICAL: LN + extended frames REVERSES 3M findings — LN at 3M hurt most envs, but at 5-6M it BEATS non-LN baselines:
- HalfCheetah-LN: -18% at 3M → +8% at 5M (8722 vs 8085). LN needs warmup frames.
- Ant-LN: -5% at 3M → +25% at 5M (5054 vs 4046).
- InvDoublePend-LN: -45% at 3M → +17% at 5M (5796 vs 4953).
- Walker-LN: was already +22% at 3M, reached 4397 at 5.16M (74%) — beating SAC 3900.
- iter=2 is the killer config for InvDoublePend: 7411 at 69% completion, 50% above baseline, approaching SAC 9359.
- WN promising: Swimmer-WN 255 > non-LN 221. Walker-WN 4124 strong. Need full runs to confirm.
- RunPod batch eviction: All 13 runs killed at 01:25 UTC. Root cause: dstack credits depleted.
- Strategic triage: After relaunch, stopped 6 redundant/underperforming runs, kept 7 promising:
- KEPT: walker-ln-7m (beating SAC), ant-ln-7m (beating SAC), halfcheetah-ln-7m (closing gap), invdoubpend-ln-i2 (iter=2 best), swimmer-wn (WN solving), humanoid-ln-i2 (best Humanoid), humanoid-wn (alternative)
- STOPPED: hopper-ln-7m (LN hurts), hopper-wn (flat), walker-ln-i2 (7m better), walker-wn (7m better), invdoubpend-ln-7m (i2 much better), humanoid-ln-7m (i2 better)
- FINAL RESULTS (7 runs completed):
- Walker-LN-7m: 4277 — BEATS SAC 3900 (+10%)
- Ant-LN-7m: 5108 — BEATS SAC 4844 (+5%)
- HalfCheetah-LN-7m: 8785 — gap narrowed from -17% to -10%
- InvDoublePend-LN-i2: 7353 — gap narrowed from -47% to -21%
- Humanoid-LN-i2: 1850 — massive improvement from 507 (-29% vs SAC)
- Humanoid-WN: 1681 — strong but LN-i2 wins
- Swimmer-WN: 165 — REGRESSED from 221 (high variance, consistency=-0.79). WN does NOT fix Swimmer.
- LN + extended frames confirmed: The universal recipe is LN actor + more frames. Works for 5/7 MuJoCo envs. Exceptions: Hopper (LN hurts regardless), Swimmer (LN kills, WN also fails at full run).
- Swimmer paradox: WN looked promising at 67% (MA 255) but regressed to 165 at completion. High session variance. Non-LN 221 remains best.
- Humanoid strategy: LN+iter=2 (1850) > WN (1681) > LN+iter=1 7M (706). Humanoid needs gradient density, not just data.
- Hopper-i2 too slow: 101fps with iter=2 [512,512], would take 9.6h. Stopped. Plain baseline at 1295 with 5M/iter=1 (700fps) is best. Hopper is CrossQ's weakest MuJoCo env — 22% below PPO 1654, no normalization variant helps.
- Wave 7 launched: HumanoidStandup-LN-i2 (353fps, early MA 106870 vs baseline 115730), HalfCheetah-LN-8m (708fps), InvPend-7m (plain, more data).
Atari Investigation
Current CrossQ vs SAC Atari Scores
| Game | CrossQ | SAC | Ratio | Verdict |
|---|---|---|---|---|
| Breakout | 0.91 | 20.23 | 4.5% | catastrophic |
| MsPacman | 238.51 | 1336.96 | 17.8% | catastrophic |
| Pong | -20.82 | 10.89 | no learning | catastrophic |
| Qbert | 4268.66 | 3331.98 | 128% | CrossQ wins |
| Seaquest | 216.19 | 1565.44 | 13.8% | catastrophic |
| SpaceInvaders | 360.37 | 507.33 | 71% | poor |
CrossQ wins 1/6 games (Qbert). The other 5 show near-total failure, with 3 games at <18% of SAC performance.
Root Cause Analysis
Primary hypothesis: BRN placement is wrong for ConvNets.
The CrossQ Atari critic architecture places a single LazyBatchRenorm1d layer after the final FC layer (post-Flatten, post-Linear(512)). This is fundamentally different from the MuJoCo architecture where BRN layers are placed between every hidden FC layer (two BRN layers for [256,256], two for [512,512], etc.).
Atari critic (1 BRN layer):
Conv2d(32) -> ReLU -> Conv2d(64) -> ReLU -> Conv2d(64) -> ReLU -> Flatten -> Linear(512) -> BRN -> ReLU
MuJoCo critic (2 BRN layers):
Linear(W) -> BRN -> ReLU -> Linear(W) -> BRN -> ReLU
The CrossQ paper's core insight is that BN/BRN statistics sharing between current and next-state batches replaces target networks. With only one BRN layer after 512-dim features, the normalization may be insufficient — the ConvNet backbone (3 conv layers) processes current and next-state images with NO shared normalization. The BRN only operates on the final FC representation. This means the cross-batch statistics sharing that eliminates the need for target networks is weak.
Secondary hypothesis: Hyperparameters ported directly from MuJoCo without ConvNet adaptation.
Key differences between CrossQ Atari vs SAC Atari specs:
| Parameter | CrossQ Atari | SAC Atari | Issue |
|---|---|---|---|
| lr | 1e-3 | 3e-4 | 3.3x higher — too aggressive for ConvNets |
| optimizer | Adam | AdamW | No weight decay in CrossQ |
| betas | [0.5, 0.999] | [0.9, 0.999] | Low beta1 for ConvNets is risky |
| clip_grad_val | 0.5 | 0.5 | same |
| loss | SmoothL1Loss | SmoothL1Loss | same |
| policy_delay | 3 | 1 (default) | Delays policy updates 3x |
| log_alpha_max | 0.5 | none (uses clamp [-5, 2]) | Tighter alpha cap |
| warmup_steps | 10000 | n/a | Only 10K for Atari |
| target networks | none | polyak 0.005 | CrossQ core difference |
| init_fn | orthogonal_ | orthogonal_ | same |
The lr=1e-3 with betas=[0.5, 0.999] combination is specifically tuned for MuJoCo MLPs per the CrossQ paper. ConvNets are known to be more sensitive to learning rates — SAC Atari uses lr=3e-4 which is standard for Atari. The low beta1=0.5 reduces momentum, which may cause unstable gradient updates in ConvNets where feature maps evolve slowly.
Tertiary hypothesis: BRN warmup_steps=10000 is too low for Atari.
At training_frequency=4 and num_envs=16, each training step consumes 64 frames. With training_iter=3, there are 3 gradient steps per training step. So 10K warmup means 10K BRN steps = 10K/3 = ~3333 training steps = ~213K frames (10.7% of 2M). During warmup, BRN behaves as standard BN (r_max=1, d_max=0), which has been shown to cause divergence in RL (see CrossQ standard BN results in MEMORY.md).
MuJoCo uses warmup_steps=100000 = 100K BRN steps. At training_frequency=1 and num_envs=16, that's ~1.6M frames (significant fraction of typical 3-7M runs). This much slower warmup gives the running statistics time to stabilize. Atari at 10K warmup transitions to full BRN correction far too early when running statistics are still poor.
Fourth hypothesis: Cross-batch forward is ineffective for ConvNets.
In calc_q_cross_discrete, states and next_states are concatenated and passed through the critic together. For MuJoCo (small state vectors), this is cheap and effective — BN statistics computed over both batches provide good normalization. For Atari (84x84x4 images), the concatenated batch goes through 3 conv layers with NO normalization, then hits a single BRN layer at dim=512. The conv layers see a batch that mixes current and next frames, but without BN in the conv layers, this mixing provides no cross-batch regularization benefit. The entire CrossQ mechanism reduces to "BRN on the last FC layer of a frozen ConvNet backbone."
Proposed Fixes (Priority Order)
P0: Lower learning rate to SAC-Atari defaults
- Change
lr: 1e-3tolr: 3e-4for both actor and critic - Change
betas: [0.5, 0.999]to default[0.9, 0.999] - Rationale: The lr=1e-3/beta1=0.5 combo is CrossQ-paper MuJoCo-specific. ConvNets need conservative lr.
P1: Increase BRN warmup to 100K steps
- Change
warmup_steps: 10000towarmup_steps: 100000 - Rationale: Match MuJoCo proportionally. 100K BRN steps at iter=3 = ~2.1M frames, which is the full run. This means BRN stays in near-standard-BN mode for most of training — essentially disabling the full BRN correction that may be destabilizing ConvNets.
P2: Add BRN after each conv layer (deeper cross-batch normalization)
- Place
LazyBatchRenorm1d(orBatchRenorm2d, which would need implementation) after each Conv2d layer - Rationale: The CrossQ paper's mechanism relies on shared BN statistics between current/next batches. With BRN only at the FC layer, the ConvNet backbone has no cross-batch normalization, defeating the purpose.
- Note: This requires implementing
BatchRenorm2d(2D spatial variant). StandardBatchNorm2dnormalizes per-channel across spatial dims — aBatchRenorm2dwould do the same with correction factors. - Risk: This is a code change, not a spec-only fix. Higher effort.
P3: Remove policy_delay for Atari
- Change
policy_delay: 3topolicy_delay: 1 - Rationale: SAC Atari uses no policy delay. With only 2M frames and iter=3, policy_delay=3 means the policy is updated once every 3 critic updates. Combined with the already-low frame budget, the policy may not get enough gradient updates to learn.
- Total policy updates at 2M frames: (2M / (4 * 16)) * 3 / 3 = 31,250. Without delay: 93,750. 3x more policy updates.
P4: Switch to AdamW with weight decay
- Match SAC Atari's
AdamWwitheps: 0.0001 - Rationale: Weight decay provides implicit regularization that may partially compensate for the missing target network smoothing.
Experiment Plan
- Exp A (spec-only, highest impact): lr=3e-4, betas=[0.9,0.999], warmup=100K, policy_delay=1. Test on Pong + Breakout (fast signal games).
- Exp B (spec-only): Same as A but keep policy_delay=3. Isolates lr/warmup effect.
- Exp C (spec-only): Same as A but lr=1e-3 (keep CrossQ lr). Isolates beta/warmup effect.
- Exp D (code change): Add BatchRenorm2d after conv layers. Test with Exp A settings.
If Exp A solves the problem, no code changes needed. If not, Exp D addresses the fundamental architectural mismatch.
Key Insight
The Qbert success is telling. Qbert has relatively simple visual patterns and discrete state changes — the ConvNet can extract good features even with aggressive lr. Games like Pong and Breakout require precise spatial reasoning where ConvNet feature quality matters more, and the aggressive lr/low-momentum combo destabilizes learning before features mature.